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Hi i have a problem on my MacBookPro, when i open my mesh in substance it's all pink and i have the shader error. [Shader Helpers] ERROR: Implementation limit of 16 active fragment shader samplers (e.g., maximum number of supported image units) exceeded, fragment shader uses 19 samplersI really need to fix that.Thank you!
Hi, I'm looking for a simple guide on how to make and apply a normal map to my simple model. I've watched a bunch of videos and read docs but it's not the same process for me. 1. I have a wooden crate from blender that isnt textured but I exported the uv map/material.2. In SP I filled the crate with a wood texture.3. At this point, how do I generate a normal map from the colour texture to bring out the grains of wood? I added the same texture to the normal map fill channel but it looks odd. Do I need to bake the colour map first? If so, how do I then apply the normal map that gets baked?Thank you!
As the title said, i have a normal effect like this:And it is provide by a paint layer in the main materialAnd you may see that there is some scratch effect overlap this bevel lines.Even change the blende mode of this layer's height, the overlap problem is still not sloved.And the scratch effect is provide by a mask like this:So i want to ask is it possible to change this paint into a mask paint so i can erase the overtlap part?
I was wondering if there is a way to pull focus using python on a layer that is selected .i figured out how to set the node selection in the layerstack but i want the UI to then also show it instead of having to scroll through my layerstack to find it manually theres a showinui function for resources but i dont see any for layers
i am a newbie of substance painter and i've trying to use the path tool but i found that this tool is extreme hard to use because it will always snap to the surface but i just want to edit its plane coordinates not snap it to the front.this is what happened after moving it a bit, as the photo see, the point moves to the other mesh which make the whole path become a mess. I want to know is there a way to disable this feature cause it is annoying all the time.
So I've decided to try out 3D Linear Gradient on a piece I'm working on. I watched tutorials and it looks very straight forward: Add fill layer, add black mask to fill layer, add generator and choose 3D Linear Gradient. Except when I do that, nothing happens. Let me explain:Basically, when I add a black mask to my fill layer, in the videos I would see a black square show up right next to the fill layer thumbnail. and when the 3D Linear Gradient is added onto the generator, you would visibly see the a gradient on the black mask thumbail. That's not happening with me. Here is a screenshot of what my layers look like:I see a square with a black circle instead. I'm fairly new to masking and have only been using Substance Painter for a few months now. I haven't had to use masking for my projects until now, so I'm not sure what's going on here. Also this is what I've been seeing in tutorial videos:As you can see, it does not look the same. Am I missing something here? Thanks
Hey Substance Painter team, I've been loving the new Stylization filter with the release of version 11! Thanks for putting this together! That being said, I'd love to have a way to export the Brush Strokes Map that can be viewed in the Helpers -> Display Helpers section of the filter parameters. Is there any way to export this?
Still very new to SP.I am trying to wrap my head around exporting my finished product's maps.Not sure what settings I should be using.How do you export the roughness, metalness, AO, etc maps in RGB color formats?I have tried changing the color management, base color settings of them under the texture sets, rebaking, tried different export options, and no matter what I'm trying to do, it keeps exporting the AO, Roughness and Metalness (metallic) maps as grayscale.I need the exported maps to be RBG not Grayscale.So here are the questions I don't know what if at all needs to be changed to make the above problem work correctly.What initial project settings?Which color space?which texture settings?Export setup settings?and any other settings that I have not asked about? The game I am recoloring my project use the following._am.PNG.. Diffuse (just the colors of the project) no changes needed _gmm.PNGRed channel contains roughness mapGreen Channel contains metallic / metallness mapb
The materials I downloaded from the 3D asset library are now all placed together in a single folder called "Materials" without any categorization.I would like to return to the previous display where the materials were categorized, such as Wood, Metal, etc.Do you know how I can do that?
Hey, I'm fairly new to substance painter and am struggling to figure out how to use generators. We went over them a while ago in lesson, and I need to create a textured model by thursday, I've roughly unwrapped my sawblade and am struggling to add and use generators as everytime I do, it says under the mask Generator (empty) I don't understand what I have done or why it is saying this. Everytime I click the generator it won't do anything at all.
HI, I have a teacher license for about a month and this error just poped up today, closing substance.You don't have permission to access "http://commerce-stg.adobe.com/store/segmentation?" on this server.Reference #18.8794d817.1721440148.730b98cbhttps://errors.edgesuite.net/18.8794d817.1721440148.730b98cb THanks
UV islands that should not be there, but are seen after baking.Hello. While the uv map is flawless, when I bake it in substance painter, the shapes appear. This is a new problem that I could not solve before. What is the solution? Where do these uv islands come from?I use version 8.3.1
Hi, I seem to have a corrupt file, I didn't get any errors while saving last night, this morning when trying to open the file I get the error message.After searching the forums it seems that usually you guys asked for the project file and log file.I wanted to see if you'd be able to recover any of the work.log file and screenshot of the error are attached. I can also privately send the project file. Thank you
Hello, I am trying to locate the ResourceID for Output template for glTF PBR Metal Rougness. My goal is to create a button that will export a .glb file. For example, I am able to export Arnold textures withexport_preset = substance_painter.resource.ResourceID(context="starter_assets", name="Arnold (AiStandard)") I am currently trying out thisexport_preset = substance_painter.resource.ResourceID(context="starter_assets", name="glTF PBR MetalRoughness"). I'm looking for what i need to replace "start_assets" with. I was also able to successfully export .gltf mesh using substance_painter.export.export_mesh(file_path: str, option: MeshExportOption ) but there doesn't seem to be supported extension for .glb I was wondering if this is possible. Thank you!
For my project we use a custom shader with custom shader parameters. When not hidden I can modify these parameters via the Shader Settings > Shader Parameters window. Is it possible to read/write these custom shader parameters from the Python or Javascript scripting APIs? Looking through the Substance 3D Painter API Documentation I've not been able to find any example of this. However I've noticed that the API is very much out of date and incomplete, so I could be missing something.
I'm experiencing jagged or pixelated seams between polygons when painting in Substance Painter — especially when different UV shells are filled with different colors. It looks like there’s bleeding or overlapping of pixels between neighboring polygons.I've already tried the following to fix it:Increased the texture resolution to 2048 and even higher.Switched from regular painting to UV Chunk Fill for more precision.Raised the subsampling (antialiasing) level to 8x8 during baking.Increased the texel density of my UVs in Maya (was around 67px/unit).Despite all this, the issue still persists, especially around UV seams.
Extremely glad to share that Substance 3D Painter 11.0.0 is now available. It is a major release. We worked hard on this update with features that should help daily life of 3D texturing artists. For this one, we did a collaboration with Damien GUIMONEAU for a great hero asset for the splash screen: a dragon. We already collaborated with Damien in 2020 when releasing Painter with the support of UDIMs, with a baby dragon. Today Painter and the dragon have both grown up. Here the list of features:- Auto update your resources in the Assets panel and used in your project:With the new Auto updates from Assets panel imported via Adobe Illustrator, Substance 3D Designer, or Substance 3D Sampler or any other compatible format from other applications, you can edit in context your resource in the original app and see immediately the result in Painter.- New Filled path tool:The new Filled Path type allows you to 'fill in' shapes and then create easily masks with uniform colors. - 3D Path tool impr
Hi!So as stated above I've got a promotional code for SP from FAB, redeem it, and everything works smooth until today.When I tried to launch SP a window pops up saying it is not part of my plan (I have yearly subscription for All CC Apps).What is going on?
Помогите, пожалуйста, найти решение.Работаю в Substance Painter. Видела мастер-класс, где парень делал закос под 2д рисунок, и я бы хотела экспортировать такую же текстуру в Blender. Автор мастер-класса работал в канале base color, и на нём всё смотрится, как надо. Результат тоже показывал, как из base color. Но в Blender экспортируется только material, который выглядит не как мне надо. Можно ли как-то экспортировать только текстуру из base color, чтобы она выглядела, как рисунок? Если нет, то что посоветуете?На первых двух фото скрины с мастер-класса. У него была анимация, так что я думаю, что экспортировать текстуры, так как я хочу, возможно. Две вторые фотки уже мои. Третья фотка то, что я хочу получить в итоге, но экспортируется текстура из четвёртой
Hi i wanted to install Substance 3D Painter but its telling me that my pc is not compatible ??i tried to update all my driver but its still not working i really dont know what to do more .. my PC : WindowsMicrosoft Windows 10 Professionnel 64 bit (build 10.0.19045) motherboardMicro-Star B450M-A PRO MAX (MS-7C52) 1.0 (BIOS 3.C0) ProcessorAMD Ryzen 5 3600 6-Core 3,60 GHz AM4 (AMD64 Family 23 Model 113 Stepping 0) Mémory16 GoBarrette n° 1 : KHX3200C16D4/8GX P0 Channel A (8 Go)Barrette n° 2 : KHX3200C16D4/8GX P0 Channel B (8 Go) graphic cardNvidia GeForce RTX 3060 Ti Network cardRealtek PCIe GbE Family Controller
HI!I want to put a logo on my model, but it doesn't look nice. The UV map is messing it up pretty badly, and I cannot change the UV map.Tried fill layer and projection but the result is the same messed up logo.Tried photoshop too, no luck. Thank You in advance!
Hello Adobe Team,I’m seeking clarification regarding the release of Substance Painter 2025 on Steam. As of today, January 6th, 2025, the Steam version still shows the 2024 release, with no sign of the 2025 update.I’ve spent hours searching for any official news but have found conflicting information. Some Adobe employees have stated that the 2025 version is coming to Steam, while others have said it is not. Those supporting the release have dismissed the contrary statements as incorrect. However, I haven’t seen any official confirmation from Adobe about whether the 2025 version will be available on Steam, nor any indication of when it might be released. Could you please provide clarity on this matter? If Substance Painter 2025 is planned for Steam, an estimated release date would be greatly appreciated. Thank you in advance for addressing this question. I look forward to any response.
Hi everyone,I’m experiencing an issue in Substance Painter where every time I drag and drop a material from my asset library onto an object, the tiling scale value automatically changes to 128. This happens regardless of the material or object I’m working with.I’ve tried resetting the project settings and even reinstalling Substance Painter, but the problem persists. Has anyone else encountered this issue or found a solution? Any advice or guidance would be greatly appreciated!Thanks in advance!
I have a Pyside gui that is used across dccs, maya and nuke, I'm looking to bringing it over to substance. Whatever I try, I cannot change the size of widgets. I have tried setFixedHeight(), setGeometry() and setMinimumHeight() I can use the below code to alter them in maya and nuke, but substance seems to override it with its own custom values. Any ideas? class MyWindow(QtWidgets.QMainWindow): def __init__(self, parent=None): super(MyWindow, self).__init__(parent) self.setGeometry(100, 100, 400, 300) # (x, y, width, height) # Create a line edit self.line_edit = QtWidgets.QLineEdit("Yo!", self) # self.line_edit.setGeometry(0, 0, 200, 80) # self.line_edit.setFixedSize(200, 80) self.line_edit.setMinimumHeight(200) Thanks!
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